Commit Graph
14 Commits
Author SHA1 Message Date
parththakkar106andClaude Opus 5 041f9e25f3 Count the visits, and say whether anyone got anywhere
A hosted demo raises a question a local app never does: is anyone using it,
and do they reach the part that matters? `/analytics` answers it — visitors,
pages, referrers, countries, devices, which shared scenarios get played, turns
and demo-key spend, API and turn errors, and a funnel from visited to played a
turn to signed up.

Not a third-party script, for reasons specific to this one. The CSP allows
`script-src 'self'`, so a tracker means loosening it; adblockers eat the
popular ones, which silently biases exactly the technical audience this
project gets shown to; and none of them can see the measurement that actually
matters here, which is a turn, not a pageview.

**A visit is a write and never a read.** After the 189x egress fix it would be
perverse to add a feature that reads rows per request, so counts accumulate in
a process-local dict and flush every 60s as UPSERTs. Storage is a generic
`(day, metric, label) -> hits` counter, so measuring something new later costs
a constant rather than a migration, plus one row per visitor per day for the
funnel flags. Every dashboard query is a GROUP BY returning tens of rows
however much traffic sits behind it; a month reads back in a few kilobytes.
The buffer's cost is that a hard restart can lose up to a minute — the flusher
also runs on shutdown, and a tier that sleeps when idle sleeps on an empty
buffer anyway.

**The counters are anonymous; the access log beside them is not, on purpose.**
A visitor is `HMAC(secret, "visitor:<user id>")` truncated to 32 chars —
one-way, so `analytics_daily` and `analytics_visitor_days` cannot be joined
back to `users`, and keyed, so no client can compute one. Story content never
reaches that module, and the only content it ever names is a seeded public
scenario's title; a player's own titles are theirs. `accesslog.py` is the
identifying half and is a separate module writing a separate table so that
separation is a property of the code rather than a convention: `access_events`
records sessions, sign-ins, registrations and failed attempts with address,
email and device, read on a second tab of the same page behind the same gate.

Both halves are gated on `AIDND_ANALYTICS_EMAILS`, not `POWER_USERS`. An
unmetered tester is not automatically someone who should see the traffic. The
route 404s and the nav link is absent for everyone else, the same treatment
AI Chat gets; unset in a hosted deploy means nobody sees it, including me.

Three things came out of building it that a test would not have suggested.

**A failed turn is an HTTP 200 with a bad ending.** The status-code middleware
cannot see one, so a demo whose model had started refusing every request would
look perfectly healthy from outside. All five SSE error paths in
`_generate_turn` now go through a `turn_error()` helper that counts on the way
out. Error buckets elsewhere are labelled by the matched route template rather
than the requested path — one bucket per endpoint instead of one per adventure
id, and, the reason it isn't merely tidier, an unmatched path is entirely
attacker-chosen, so labelling by it would let anyone mint rows.

**The funnel counts people, not clicks.** A player who starts six adventures
is one person who started an adventure. That is the whole reason the
per-visitor-day table exists; its flags only ever turn on, and `is_new` is
settled by the first write of a visitor's first day.

**The tests run on SQLite and production is Neon.** A flush that raises is
caught and logged, so a dialect mistake in the UPSERTs would have stayed
invisible until the dashboard quietly never filled.
`test_the_upserts_compile_for_postgres` compiles both statements against the
Postgres dialect without connecting to one.

Two things this leans on elsewhere. `limits._client_ip` is now public
`client_ip`: the access log needs the same answer, and two functions both
deciding which hop is the caller's is how one of them ends up trusting a
header it shouldn't. And the cleanup sweeper now starts if *either* job has
work — a deployment can keep every guest forever and still want its
visitor-day rows aged out.

No migration. Both tables are new and `bootstrap()` calls `create_all` on
existing databases too, the route `branches` took in Phase 14, so
`LATEST_VERSION` is still 64.

497 tests green, frontend lint and build clean, driven by hand against a
synthetic 90-day fixture at 1568px. The narrow-screen layout follows the
existing 720px block but is unverified: `resize_window` is ignored on a
maximized Chrome and `frame-ancestors 'none'` rules out checking it in a sized
iframe. Also repaired here: a rename in test_ratelimit_hardening.py had run
through the test names themselves, leaving `testclient_ip_*` — still collected
by pytest, which is why it passed unnoticed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DfMCsN1KBLsTqMkj5hSgrY
2026-08-22 16:24:42 +05:30
parththakkar106andClaude Opus 5 f9b836fc0b Put the pager back, and let any turn be played again
SP7 replaced the pager with chips, on the grounds that a chip could also offer
"take this path" while a pager could only step. Driving it by hand said
otherwise, and the reason is worth keeping: the chip meant two different
things depending on where the reader was standing -- a real switch at the tip,
a preview needing a second button above it further back. Two meanings in one
control is what made the tree unusable.

So: one control that does one thing. Stepping reads a take and nothing else,
and it tells the server nothing, because reading is not a decision. The
transcript below a take that is not live simply ends -- such a take is a leaf
by construction, since whatever was played after the turn was played after the
take that *is* live. The decision is made by writing, and `after_id` carries it.

One step does reach the server and is still not a fork: a take with a story of
its own lives on its own branch, so going there is a branch switch and only the
server can say what is underneath. `branch_id` on the take is what tells the
two apart without asking first.

And a fork button on every turn but the opening. On the AI's it regenerates; on
your own it opens the text so you can say something else. What the story made
of the old take is kept, on the line it was written on.

`selectVariant` and `forkFromAttempt` leave the client. Both endpoints stay --
tested, and `stand_on` is shared with the write path -- but the pager needs
neither.

426 backend tests; lint and build clean. Not yet driven by hand: the frontend
still has no test runner, so this needs the `--keep` fixture and eyes, exactly
as SP7 did.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
2026-08-18 21:34:12 +05:30
parththakkar106andClaude Opus 5 84827f0f37 Put the tree on the screen
The pager could only step between attempts, and stepping has nothing to say
about the thing the tree exists for: taking a path the story moved past and
keeping both. Every attempt has been its own node since SP4, so a chip is a
node now, and "take this path" forks — or simply switches, when the turn is
still the tip and its attempts are leaves nobody has built on.

Beside it, a Branches panel: every line the story has taken, with where each
left its parent and where it ends, and switch, rename and delete-with-confirm.
It sits with Plot/Memory/Scripts/Insights rather than inventing a new place to
put a rail. An unnamed branch is drawn from its fork depth, never from its
position in the list — a position shifts the moment a branch above it goes.

A spatial per-node map was considered and deliberately not built. At the size
this has to be verified against it is a second windowing problem, and it can be
added later without a new endpoint, since the rail and a map read the same
GET /branches. VariantOut grows an id because a fork is addressed by the node
being taken, not by an ordinal in a group that renumbers.

Driven by hand against the 602-action fixture, which found one bug that no test
could: the panel refreshed on actions.length, and a fork swaps a 60-action
window for another 60-action window, so it went on drawing a one-branch tree
while the story was already on the second. It keys off the counter adoptWindow
bumps now.

The scroll path was driven at the same time — three prepends of ~16,200 px, the
same node holding viewport top 792 to 787, never thrown to the end. That closes
the standing gap in this project. Console clean.

396 tests, build clean, no new lint.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015H5qiyiR7gtFQaoDphHZ3g
2026-08-18 19:14:07 +05:30
parththakkar106andClaude Opus 5 cf8ec22e8b Open an adventure on a window of the story, and page upward
Opening a finished adventure fetched every action in one response: 589.5 kB on
production's longest, and nothing about that curve bends on its own, because a
story only ever gets longer. The page load now brings the newest 60 actions
and the reader pages up from there. On the harness's 600-action fixture that
is 606.0 kB down to 62.6 kB, and -- the part that matters -- it no longer
depends on how long the story is.

Paged by anchor, not by offset. `before_id` is the oldest action the caller
holds; the server returns what precedes it. An offset counted back from the
newest would shift every older position the moment a turn lands, which is
exactly when someone is likely to be scrolling, and the reader would get one
action twice and never see another. It also keeps working when the story stops
being a flat list: comparing indices to order a branch survives the story tree,
treating them as positions does not.

`has_more` comes from fetching one row past the window rather than from
counting. A deleted anchor -- undo, mid-scroll -- reports the end rather than
guessing and serving a page the reader already has.

GET /{id}/actions and POST /{id}/undo now return {actions, total, has_more}
instead of a bare list. Undo is the action most likely to be repeated several
times running, so having it re-fetch the whole story would have undone the
paging on the worst case.

The adventure payload gets its window through set_committed_value rather than
by assignment: the actions relationship cascades delete-orphan, so assigning a
60-item list to it would delete everything outside the window on the next
flush.

In Play.jsx the prepend is followed by a useLayoutEffect that restores the
scroll position, before paint, so the story does not jump. Loading starts 400px
from the top rather than at it, guarded by a ref because scroll fires far
faster than React re-renders. There is a button as well as the scroll trigger:
on a short viewport the transcript may not be tall enough to scroll at all, and
a reader who cannot scroll must still be able to reach the beginning.

Verified against a running backend and a 220-action adventure: the page load
returns 60 of 220 ending on the newest, and walking back from an anchor returns
exactly the actions before it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
2026-08-17 14:23:03 +05:30
parththakkar106andClaude Opus 5 906ba423d8 Keep every retried attempt instead of deleting it
Retry used to delete the last AI action and generate a replacement, so the
discarded narration was simply gone. The row survives now: each attempt is
appended to actions.variants with variant_index naming the live one, and a
ChatGPT-style pager under the message browses them.

Action.text still mirrors the active variant, so the context builder, memory
bank, summarizer and export needed no changes. A variant carries only what
differs between attempts -- the text, the reasoning, and the state it
produced -- never the assembled prompt, which is identical across attempts of
one turn and is the bulk of context_snapshot.

Only the last message can be switched, restoring the script/world state that
attempt produced; earlier turns were written as a continuation of whatever is
active there, so theirs are read-only previews.

Three things that would otherwise bite:

- generate_turn now wraps _generate_turn and watches for a save sentinel. If
  the generator ends without it (provider error, empty reply, script stop,
  client hangup) it re-applies the previous variant -- otherwise a failed
  retry leaves rolled-back stats under un-rolled-back text.
- Retry reuses the turn's own index rather than next_index, or the clock the
  world-state cooldowns run on advances on a re-run of the same turn.
- Editing a message rewrites the active variant too, or paging away and back
  silently reverts the edit.

Migrations 34/35 verified as an upgrade against a populated database, not
just a fresh schema. test_state_revert's retry test asserted the old delete
behaviour and was rewritten.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UeQVy5bEjLhfgWNc27Efet
2026-08-02 20:44:06 +05:30
parththakkar106andClaude Opus 5 aed28d9295 Add "Update from scenario" to pull scenario edits into a running adventure
An adventure copies its scenario's plot text and story cards at creation so
later authoring never disturbs a story in progress. This is the explicit
opt-out, alongside the existing per-script "Sync from library".

GET /adventures/{id}/refresh returns a plan (per-field old/new diff, card
add/update/remove, world-state added/removed paths, and any ${...} answers
still needed); POST applies it under the turn lock so it can't race a
generating turn. The Plot panel shows the plan in a confirm modal first.

Overwrites the plot fields and scenario-derived cards. Deliberately left
alone: the opening `start` action (the story is built on it, and it is baked
into memories and the summary), the adventure's own title and summary,
player-authored story cards, and the live value of every stat the schema
still defines.

Two enablers were needed:

- adventures.placeholders (migration 32). ${...} answers were used once at
  creation and discarded, so re-copying scenario text would have re-injected
  a literal ${Hero}. Adventures predating the column re-prompt once via the
  existing modal, then the answers are saved.

- story_cards.source_ref (migration 33), "card:<id>" / "npc:<key>", NULL for
  player-authored. Adventure cards had no link back to their source, so a
  rename read as delete-plus-add and player cards would have been clobbered.
  Legacy cards name-match once, then adopt the ref.

World state goes through a new worldstate.reconcile(): keep values the schema
still defines, add missing ones at their initial, drop removed ones and their
cooldown bookkeeping. Not instantiate(), which would heal the player to full
and wipe their milestones.

The confirm modal is portalled to <body>: .side-panel's panel-in animation
has fill mode `both`, which makes it the containing block for position:fixed
descendants, so an overlay rendered in place was trapped in the 420px panel
and clipped by its overflow.

14 new tests in backend/tests/test_scenario_refresh.py; 85 pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XzBCyXH4hBEVHqEaertcq4
2026-08-01 09:51:49 +05:30
parththakkar106andClaude Opus 5 1dd31086c1 Add power-user AI Chat page; centralize demo-key model pinning
AI Chat is a plain scratchpad for talking to a model directly — no story
context, scripts or world state — for poking at models, prompts and endpoints
without starting an adventure. Power users only: the router 404s (rather than
403s) for everyone else and the nav link is hidden. The conversation lives in
localStorage, so there's no new table or migration.

is_power_user() now also returns True in local mode: it's the operator's own
machine and their own key, the same reasoning that makes the provider debug log
local-only.

Alongside that, the rule keeping the shared demo key off paid models now lives
in exactly one place. It had been duplicated into the chat router, which is how
one copy eventually drifts:

- resolve_provider_config() takes an optional model_override and is the only
  place the whitelist is applied, so turns, AI Chat and the connection test all
  inherit it. An override is a per-request preference, never a grant.
- ProviderConfig.__post_init__ refuses to exist when api_key is the demo key
  and the model isn't whitelisted. It keys on the key itself rather than the
  using_demo flag, so a mislabelled config can't slip past, and it raises so a
  future path that bypasses the resolver fails loudly instead of billing.
- The demo branch still pins endpoint_url too — a user-controlled endpoint
  would leak the key itself, which is worse than spending it.

Provider gained chat(messages, ...) beside generate(), both delegating to a
shared _stream(url, body); completion-mode endpoints get the messages flattened
into a labelled transcript. Settings' /models fetch moved to
list_endpoint_models() and is shared with /api/chat/config.

Tests: 10 new in tests/test_chat.py (70 total). These deliberately do not stub
resolve_provider_config — the point is to exercise the real BYOK-vs-demo
decision and assert on what the provider actually received: off-whitelist
override pinned, off-whitelist Settings.model pinned, redirected endpoint
pinned, BYOK passed through untouched.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014FGY1yvzSeKgTtRfeVtDmx
2026-07-26 20:16:56 +05:30
parththakkar106andClaude Sonnet 5 141eec7c64 Add a world-state edit mode for overriding live RPG values
Players/authors can now directly correct the live values of stats the
schema already defines (health, trust, flags, milestones, etc.) without
waiting for the AI to emit a delta. New apply_override() sets values
absolutely rather than adding deltas, and — unlike the AI-facing
apply_delta() — bypasses cooldown/max_delta_per_turn and lets
milestones be un-set, since this is a deliberate correction rather
than a turn to police. Exposed via PUT /adventures/{id}/world-state
and an edit toggle in the World State drawer. Also fixes the
schema-editor stat-kind dropdown and free-text initial-value input
to size consistently with the numeric fields next to them.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-21 18:19:31 +05:30
parththakkar106andClaude Opus 4.8 4dac445f90 Add Phase 12: native RPG world state
Structured world/player/NPC stats, two-way flags, and sticky milestones
per scenario (stat_schema). The AI proposes a per-turn delta; a Python
engine referees it (clamp to min/max, per-turn cap, cooldown, counters).
Band word-labels plus a fixed stat guide (descriptions + full ranges)
keep the model grounded. World State drawer + Insights delta report;
undo/retry roll it back via the Phase 11 snapshot pattern.

- migrations 26-28 (scenarios.stat_schema, adventures.world_state,
  actions.world_state_before); all nullable, additive, safe on existing rows
- migration 29 raises the default context budget 4096 -> 16384
  (custom values preserved)
- seeded demo scenario 04-rpg-world-state.json (Bandit Camp)
- 19 new tests (33 total pass)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 14:47:29 +05:30
parththakkar106andClaude Opus 4.8 328ae8942d Add per-adventure "Sync from library" for scripts
Adventure scripts are frozen snapshots taken at creation. Add an opt-in
way to pull the latest library code into a live adventure:

- AdventureScript.source_script_id links a copy to its library Script
  (migration 24; set at adventure creation)
- list endpoint flags out_of_date by diffing copy vs library
- POST /adventures/{id}/scripts/{sid}/sync overwrites the copy's code,
  preserving enabled/position/script_state
- legacy copies with no link fall back to a name match, then adopt the link
- Play page shows a Sync button only when a copy differs from its library

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEpWMjnfPqzZ13nPMoGhs5
2026-07-21 00:56:01 +05:30
parththakkar106andClaude Opus 4.8 f067ddb766 Add collapsible left "Script State" drawer on the play screen
Exposes the scripting `state` object (every variable scripts read/write
via state.x, persisted per-adventure) in a collapsible left rail that
refreshes after each turn. New owner-scoped GET
/api/adventures/{id}/script-state endpoint; the drawer only fetches
while open and shows an empty-state hint until a script sets a variable.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEpWMjnfPqzZ13nPMoGhs5
2026-07-20 17:59:16 +05:30
parththakkar106andClaude Opus 4.8 fdb13a2c19 Bulk import/export of story cards (AI Dungeon world-info format)
Add GET /api/story-cards/export and POST /api/story-cards/import for a
scenario or adventure, using the AI Dungeon world-info array shape
(keys/value/type/title/description/useForCharacterCreation) mapped to our
columns. Import accepts a bare array or {cards|storyCards|worldInfo:[...]},
enforces the per-owner cap (existing + incoming) and import rate limit.
Export/Import buttons added to the scenario editor and the in-play Plot
panel.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEpWMjnfPqzZ13nPMoGhs5
2026-07-20 17:25:00 +05:30
parththakkar106andClaude Fable 5 de4db373f2 Phase 8: optional accounts, per-user data, shared demo key
Guest-first multi-user mode behind AIDND_MULTI_USER (local installs
unchanged): signed-cookie guest sessions bootstrapped by /api/auth/me,
register upgrades the guest in place, login/logout, per-IP rate limits.
Every router scoped by user_id; Settings become per-user with the API
key Fernet-encrypted at rest and write-only through the API. Users
without a key get a server-funded demo key (OpenRouter free models,
20 turns/day, memory bank disabled on demo turns). Public read-only
demo scenarios (seed_demo.py); debug log restricted to local mode.
Frontend: auth modal + guest nudge, 401 re-establish/retry, demo
banner and key management in Settings.

Migrations 13-23 adopt existing data under a local user and encrypt
stored keys. Verified: migration on a copy of real data.db, two-session
isolation + register/login via curl and Chrome, demo cap 429, live
OpenRouter turn through the encrypted-key path, vite build + oxlint.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KFsGHju9szibJJa2YJcdbg
2026-07-06 23:04:03 +05:30
parththakkar106andClaude Fable 5 db9f904222 Initial commit: AI Dungeon clone (FastAPI backend + React frontend)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KFsGHju9szibJJa2YJcdbg
2026-07-06 16:08:19 +05:30